/* Copyright (C) 1994-2004 Revolution Software Ltd * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ // --------------------------------------------------------------------------- // SAVE_REST.CPP save, restore & restart functions // // James 05feb97 // // "Jesus Saves", but could he Restore or Restart? He can now... // // --------------------------------------------------------------------------- #include "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/resman.h" namespace Sword2 { // max length of a savegame filename, including full path #define MAX_FILENAME_LEN 128 // savegame consists of header & global variables resource #ifdef SCUMM_BIG_ENDIAN // Quick macro to make swapping in-place easier to write #define SWAP32(x) x = SWAP_BYTES_32(x) static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) { int i; // SaveGameHeader SWAP32(header.checksum); SWAP32(header.varLength); SWAP32(header.screenId); SWAP32(header.runListId); SWAP32(header.feet_x); SWAP32(header.feet_y); SWAP32(header.music_id); // ObjectHub SWAP32(header.player_hub.type); SWAP32(header.player_hub.logic_level); for (i = 0; i < TREE_SIZE; i++) { SWAP32(header.player_hub.logic[i]); SWAP32(header.player_hub.script_id[i]); SWAP32(header.player_hub.script_pc[i]); } // ObjectLogic SWAP32(header.logic.looping); SWAP32(header.logic.pause); // ObjectGraphic SWAP32(header.graphic.type); SWAP32(header.graphic.anim_resource); SWAP32(header.graphic.anim_pc); // ObjectMega SWAP32(header.mega.currently_walking); SWAP32(header.mega.walk_pc); SWAP32(header.mega.scale_a); SWAP32(header.mega.scale_b); SWAP32(header.mega.feet_x); SWAP32(header.mega.feet_y); SWAP32(header.mega.current_dir); SWAP32(header.mega.megaset_res); } #endif // SAVE GAME uint32 Sword2Engine::saveGame(uint16 slotNo, uint8 *desc) { Memory *saveBufferMem; uint32 bufferSize; uint32 errorCode; // allocate the savegame buffer bufferSize = findBufferSize(); saveBufferMem = _memory->allocMemory(bufferSize, MEM_locked, (uint32)UID_savegame_buffer); fillSaveBuffer(saveBufferMem, bufferSize, desc); // save it (hopefully no longer platform-specific) // save the buffer errorCode = saveData(slotNo, saveBufferMem->ad, bufferSize); // free the buffer _memory->freeMemory(saveBufferMem); return errorCode; } // calculate size of required savegame buffer uint32 Sword2Engine::findBufferSize(void) { // size of savegame header + size of global variables return sizeof(_saveGameHeader) + _resman->fetchLen(1); } void Sword2Engine::fillSaveBuffer(Memory *buffer, uint32 size, uint8 *desc) { uint8 *varsRes; // set up the _saveGameHeader // 'checksum' gets filled in last of all // player's description of savegame strcpy(_saveGameHeader.description, (char *) desc); // length of global variables resource _saveGameHeader.varLength = _resman->fetchLen(1); // resource id of current screen file _saveGameHeader.screenId = _thisScreen.background_layer_id; // resource id of current run-list _saveGameHeader.runListId = _logic->getRunList(); // those scroll position control things _saveGameHeader.feet_x = _thisScreen.feet_x; _saveGameHeader.feet_y = _thisScreen.feet_y; // id of currently looping music (or zero) _saveGameHeader.music_id = _loopingMusicId; // object hub memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub)); _resman->closeResource(CUR_PLAYER_ID); // logic, graphic & mega structures // copy the 4 essential player object structures into the header getPlayerStructures(); // copy the header to the buffer #ifdef SCUMM_BIG_ENDIAN convertHeaderEndian(_saveGameHeader); #endif // copy the header to the savegame buffer memcpy(buffer->ad, &_saveGameHeader, sizeof(_saveGameHeader)); // copy the global variables to the buffer // open variables resource varsRes = _resman->openResource(1); // copy that to the buffer, following the header memcpy(buffer->ad + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength)); #ifdef SCUMM_BIG_ENDIAN uint32 *globalVars = (uint32 *) (buffer->ad + sizeof(_saveGameHeader) + sizeof(StandardHeader)); const uint numVars = (FROM_LE_32(_saveGameHeader.varLength) - sizeof(StandardHeader)) / 4; for (uint i = 0; i < numVars; i++) globalVars[i] = SWAP_BYTES_32(globalVars[i]); #endif // close variables resource _resman->closeResource(1); // set the checksum & copy that to the buffer _saveGameHeader.checksum = TO_LE_32(calcChecksum((buffer->ad) + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))); memcpy(buffer->ad, &_saveGameHeader.checksum, sizeof(_saveGameHeader.checksum)); } uint32 Sword2Engine::saveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; uint32 itemsWritten; SaveFile *out; SaveFileManager *mgr = _system->get_savefile_manager(); // construct filename sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); if (!(out = mgr->open_savefile(saveFileName, getSavePath(), true))) { // error: couldn't open file delete mgr; return SR_ERR_FILEOPEN; } // write the buffer itemsWritten = out->write(buffer, bufferSize); delete out; delete mgr; // if we successfully wrote it all, then everything's ok if (itemsWritten == bufferSize) return SR_OK; // write failed for some reason (could be hard drive full) return SR_ERR_WRITEFAIL; } // RESTORE GAME uint32 Sword2Engine::restoreGame(uint16 slotNo) { Memory *saveBufferMem; uint32 bufferSize; uint32 errorCode; // allocate the savegame buffer bufferSize = findBufferSize(); saveBufferMem = _memory->allocMemory(bufferSize, MEM_locked, (uint32)UID_savegame_buffer); // read the savegame file into our buffer // load savegame into buffer errorCode = restoreData(slotNo, saveBufferMem->ad, bufferSize); // if it was read in successfully, then restore the game from the // buffer & free the buffer if (errorCode == SR_OK) { errorCode = restoreFromBuffer(saveBufferMem, bufferSize); // Note that the buffer has been freed inside // restoreFromBuffer, in order to clear it from memory before // loading in the new screen & runlist } else { // because restoreFromBuffer would have freed it _memory->freeMemory(saveBufferMem); } return errorCode; } uint32 Sword2Engine::restoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; SaveFile *in; SaveFileManager *mgr = _system->get_savefile_manager(); uint32 itemsRead; // construct filename sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) { // error: couldn't open file delete mgr; return SR_ERR_FILEOPEN; } // read savegame into the buffer itemsRead = in->read(buffer, bufferSize); if (itemsRead == bufferSize) { // We successfully read it all delete in; delete mgr; return SR_OK; } else { // We didn't get all of it. /* // There is no ioFailed() function in SaveFile yet, I think. if (in->ioFailed()) { delete in; delete mgr; return SR_ERR_READFAIL; } */ delete in; delete mgr; // error: incompatible save-data - can't use! return SR_ERR_INCOMPATIBLE; } } uint32 Sword2Engine::restoreFromBuffer(Memory *buffer, uint32 size) { uint8 *varsRes; int32 pars[2]; // get a copy of the header from the savegame buffer memcpy(&_saveGameHeader, buffer->ad, sizeof(_saveGameHeader)); #ifdef SCUMM_BIG_ENDIAN convertHeaderEndian(_saveGameHeader); #endif // Calc checksum & check that aginst the value stored in the header if (_saveGameHeader.checksum != calcChecksum(buffer->ad + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))) { _memory->freeMemory(buffer); // error: incompatible save-data - can't use! return SR_ERR_INCOMPATIBLE; } // check savegame against length of current global variables resource // This would most probably be trapped by the checksum test anyway, // but it doesn't do any harm to check this as well // Note that during development, earlier savegames will often be // shorter than the current expected length // if header contradicts actual current size of global variables if (_saveGameHeader.varLength != _resman->fetchLen(1)) { _memory->freeMemory(buffer); // error: incompatible save-data - can't use! return SR_ERR_INCOMPATIBLE; } // clean out system // trash all resources from memory except player object & global // variables _resman->killAll(false); // clean out the system kill list (no more objects to kill) _logic->resetKillList(); // get player character data from savegame buffer // object hub is just after the standard header memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), &_saveGameHeader.player_hub, sizeof(ObjectHub)); _resman->closeResource(CUR_PLAYER_ID); // fill in the 4 essential player object structures from the header putPlayerStructures(); // get variables resource from the savegame buffer // open variables resource varsRes = _resman->openResource(1); // copy that to the buffer, following the header memcpy(varsRes, buffer->ad + sizeof(_saveGameHeader), _saveGameHeader.varLength); #ifdef SCUMM_BIG_ENDIAN uint32 *globalVars = (uint32 *) (varsRes + sizeof(StandardHeader)); const uint numVars = (_saveGameHeader.varLength - sizeof(StandardHeader)) / 4; for (uint i = 0; i < numVars; i++) globalVars[i] = SWAP_BYTES_32(globalVars[i]); #endif // close variables resource _resman->closeResource(1); // free it now, rather than in RestoreGame, to unblock memory before // new screen & runlist loaded _memory->freeMemory(buffer); pars[0] = _saveGameHeader.screenId; pars[1] = 1; _logic->fnInitBackground(pars); // So palette not restored immediately after control panel - we want to // fade up instead! _thisScreen.new_palette = 99; // these need setting after the defaults get set in fnInitBackground // remember that these can change through the game, so need saving & // restoring too _thisScreen.feet_x = _saveGameHeader.feet_x; _thisScreen.feet_y = _saveGameHeader.feet_y; // start the new run list _logic->expressChangeSession(_saveGameHeader.runListId); // Force in the new scroll position, so unsightly scroll-catch-up does // not occur when screen first draws after returning from restore panel // set '_thisScreen's record of player position // - ready for setScrolling() _thisScreen.player_feet_x = _saveGameHeader.mega.feet_x; _thisScreen.player_feet_y = _saveGameHeader.mega.feet_y; // if this screen is wide, recompute the scroll offsets now if (_thisScreen.scroll_flag) setScrolling(); // Any music required will be started after we've returned from // restoreControl() - see systemMenuMouse() in mouse.cpp! _loopingMusicId = _saveGameHeader.music_id; // Write to walkthrough file (zebug0.txt) debug(5, "RESTORED GAME \"%s\"", _saveGameHeader.description); // game restored ok return SR_OK; } // GetSaveDescription - PC version... uint32 Sword2Engine::getSaveDescription(uint16 slotNo, uint8 *description) { char saveFileName[MAX_FILENAME_LEN]; SaveGameHeader dummy; SaveFile *in; SaveFileManager *mgr = _system->get_savefile_manager(); // construct filename sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) { // error: couldn't open file delete mgr; return SR_ERR_FILEOPEN; } // read header in->read(&dummy, sizeof(dummy)); delete in; delete mgr; strcpy((char *) description, dummy.description); return SR_OK; } bool Sword2Engine::saveExists(void) { for (int i = 0; i <= 99; i++) if (saveExists(i)) return true; return false; } bool Sword2Engine::saveExists(uint16 slotNo) { char saveFileName[MAX_FILENAME_LEN]; SaveFileManager *mgr = _system->get_savefile_manager(); SaveFile *in; // construct filename sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) { delete mgr; return false; } delete in; delete mgr; return true; } void Sword2Engine::getPlayerStructures(void) { // request the player object structures which need saving // script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData uint32 null_pc = 7; char *raw_script_ad; StandardHeader *head; head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID); if (head->fileType != GAME_OBJECT) error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID); raw_script_ad = (char *) head; _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); _resman->closeResource(CUR_PLAYER_ID); } void Sword2Engine::putPlayerStructures(void) { // fill out the player object structures from the savegame structures // also run the appropriate scripts to set up george's anim tables & // walkdata, and nico's anim tables uint32 null_pc; char *raw_script_ad; StandardHeader *head; head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID); if (head->fileType != GAME_OBJECT) error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID); raw_script_ad = (char *) head; // script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData null_pc = 8; _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); // script no. 14 - 'set_up_nico_anim_tables' null_pc = 14; _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); // which megaset was the player at the time of saving? switch (_saveGameHeader.mega.megaset_res) { case 36: // GeoMega: null_pc = 9; // script no.9 - 'player_is_george' break; case 2003: // GeoMegaB: null_pc = 13; // script no.13 - 'player_is_georgeB' break; case 1366: // NicMegaA: null_pc = 11; // script no.11 - 'player_is_nicoA' break; case 1437: // NicMegaB: null_pc = 12; // script no.12 - 'player_is_nicoB' break; case 1575: // NicMegaC: null_pc = 10; // script no.10 - 'player_is_nicoC' break; } _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); _resman->closeResource(CUR_PLAYER_ID); } uint32 Sword2Engine::calcChecksum(uint8 *buffer, uint32 size) { uint32 total = 0; for (uint32 pos = 0; pos < size; pos++) total += buffer[pos]; return total; } int32 Logic::fnPassPlayerSaveData(int32 *params) { // copies the 4 essential player structures into the savegame header // - run script 7 of player object to request this // remember, we cannot simply read a compact any longer but instead // must request it from the object itself // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // copy from player object to savegame header memcpy(&_vm->_saveGameHeader.logic, _vm->_memory->intToPtr(params[0]), sizeof(ObjectLogic)); memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->intToPtr(params[1]), sizeof(ObjectGraphic)); memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->intToPtr(params[2]), sizeof(ObjectMega)); // makes no odds return IR_CONT; } int32 Logic::fnGetPlayerSaveData(int32 *params) { // reverse of fnPassPlayerSaveData // - run script 8 of player object // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]); ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[1]); ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]); int32 pars[3]; // copy from savegame header to player object memcpy((uint8 *) ob_logic, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic)); memcpy((uint8 *) ob_graphic, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic)); memcpy((uint8 *) ob_mega, &_vm->_saveGameHeader.mega, sizeof(ObjectMega)); // any walk-data must be cleared - the player will be set to stand if // he was walking when saved // if the player was walking when game was saved if (ob_mega->currently_walking) { // clear the flag ob_mega->currently_walking = 0; // pointer to object's graphic structure pars[0] = _vm->_memory->ptrToInt((const uint8 *) ob_graphic); // pointer to object's mega structure pars[1] = _vm->_memory->ptrToInt((const uint8 *) ob_mega); // target direction pars[2] = ob_mega->current_dir; // set player to stand fnStand(pars); // reset looping flag (which would have been '1' during fnWalk) ob_logic->looping = 0; } // makes no odds return IR_CONT; } } // End of namespace Sword2